Siren

Enchantment Tale
Sirens are masters of the lure, sorcerers that can use magic and charm to draw in victims or foes. Sirens often feel themselves above the other mortals they meet; for a siren, it doesn’t take much to lead others by a string, even to their own destruction. Sirens do not often advertise their unique talents, for there is little good that can come of it. A siren seeking employ will often find themselves part of a small, often elite teams that operate as part of some larger organization at the behest of some shadowy lord they will never meet. The value a siren brings to a small group that anticipates trouble is objectively high. As such, sirens walk a tight line between exposing the talents to just the right group, and accidentally tipping the hat of the average citizen with whom they must interact as neighbor and friend.
Lantern • Signature Talent • Action
Manifest your lantern, a tiny floating lamp that emits a soft, bluish-green glow. The lantern hovers near you (it will always remain adjacent, unless directed otherwise). The lantern's radius is 2 +mastery spaces; it emits enough light to illuminate everywhere within its radius. As a fast action, you can direct your lantern to move to any space that you can see - it will move on your turn(s) with a movement of 6. Your lantern remains until dismissed. You may only have one lantern at a time.
Attract • Tier 1 Talent • Action
Make a Magic vs Wits check against all targets of your choice within the radius of your lantern; for each success, pull that character up to 3 spaces directly towards the lantern. (Characters cannot be pulled through solid objects.)
Critical: Each of the characters is also slowed.
Adjust • Tier 1 Talent • Action
As a fast action, change the current radius of your lantern, up to its maximum radius.
Detonate • Tier 2 Talent • Action
Your lantern explodes (it is dismissed); make a Magic vs Steel check against all characters of your choice within the lantern's radius; for each success, that character suffers d8 + Magic damage; for each failure, that character suffers half damage (rounded down).
Empowered Flight • Tier 2 Talent
Your lantern's movement is permanently increased by your Magic attribute.
Pulse • Tier 3 Talent • Action
Once per encounter, make a Magic vs Steel check against all characters of your choice within the lantern's radius; for each success, that character is blinded, and can take no actions on their next turn.
Vessel of Great Powers • Tier 3 Talent
When manifesting your lantern, you may choose to have it be charmed or cursed (or neither). If you choose charmed or cursed, all characters within the range of your lantern gain that condition for as long as they remain there.
Notes: This temporarily replaces any opposing condition that the character may have, and if they leave the radius of your lantern, or your lantern is dismissed, they will regain whatever condition they may have previously had.
Tarr’ko • Tarr'ko Talent
You gain an innate tarr’ko card - Channel, the Uncontrolled Arcane.
Notes: Innate tarr’ko cards cannot be lost, stolen, or exchanged; they are gibberish to anyone else who looks at them.